Can alpha-beta pruning work with expectiminimax for 2048 game AI without minimizer player?

I’m working on creating an AI bot for the 2048 puzzle game using the expectiminimax approach. The thing is, in 2048 there’s no actual opponent trying to minimize my score like in chess or tic-tac-toe.

The game tree structure has my AI making moves to maximize score, then random tile placement happens. Since there’s no minimizing player, I’m not sure if alpha-beta pruning can even be used here.

Is there a way to adapt alpha-beta pruning for this type of game tree? If not, what other techniques can I use to cut down on unnecessary branches and make the search more efficient?

I’d really appreciate any advice or alternative optimization methods for this kind of problem.

The Problem:

You’re building an AI for the 2048 game using the expectiminimax algorithm, but you’re unsure how to efficiently prune the game tree because there’s no opposing player to minimize your score. Traditional alpha-beta pruning doesn’t directly apply. You’re looking for ways to adapt or replace alpha-beta pruning to improve the efficiency of your search.

:thinking: Understanding the “Why” (The Root Cause):

Alpha-beta pruning relies on the adversarial nature of games like chess or tic-tac-toe. The algorithm efficiently prunes branches because it can leverage the assumption that an opponent will always make the move that’s most detrimental to you. In 2048, the “opponent” is random tile placement, which is not adversarial in the same way. Therefore, direct application of alpha-beta pruning won’t yield the same benefits. The core issue is the need for a pruning strategy adapted to the stochastic (random) nature of tile placement in 2048.

:gear: Step-by-Step Guide:

  1. Implement Automated Branch Management: Instead of trying to manually adapt alpha-beta, focus on building a system that learns optimal pruning strategies from gameplay data. This involves recording game states, moves, and their outcomes. A machine learning model (e.g., a reinforcement learning agent or a supervised learning model) can be trained to predict which branches of the game tree are likely to lead to high scores based on historical data. This model will dynamically identify and prune unproductive branches without relying on hand-crafted heuristics or threshold values.

  2. Data Collection: Play thousands of games (or simulate them). For each game, record the sequence of game states, the moves made, and the final score. This data will be used to train your machine learning model. Consider storing the data in a structured format such as a database or a CSV file.

  3. Model Training: Train your model using the collected data. The model should learn to predict the expected score from a given game state and move. The key is to train it to distinguish between promising and unpromising branches.

  4. Integration with Expectiminimax: Integrate the trained model into your expectiminimax algorithm. Before exploring a branch, consult the model to assess its potential. If the model predicts a low probability of a high score for that branch, prune it.

  5. Iterative Refinement: Continuously monitor the performance of your AI and retrain the model with new data. Over time, the pruning strategy will become more sophisticated and efficient.

:mag: Common Pitfalls & What to Check Next:

  • Insufficient Training Data: The quality of your pruning strategy is directly related to the amount and quality of the training data. Ensure that you have a diverse and representative dataset of game states and outcomes.
  • Overfitting: If your model performs well on the training data but poorly on unseen data, it may be overfitting. Use techniques like cross-validation and regularization to mitigate overfitting.
  • Computational Cost of the Model: While automated pruning avoids manual tuning, the model itself might add computational overhead. Balance the benefits of improved pruning with the cost of model inference. Consider using faster, more efficient models if necessary.
  • Explore alternative pruning techniques: While the above focuses on machine learning, other techniques like Monte Carlo Tree Search (MCTS) could be effective in this context, especially for handling the stochasticity of the tile placement.

:speech_balloon: Still running into issues? Share your (sanitized) config files, the exact command you ran, and any other relevant details. The community is here to help!

Alpha-beta won’t work directly here since expectiminimax uses chance nodes instead of adversarial ones. But I’ve had good results with “bounded expectation pruning.” You track running bounds on expected values while evaluating chance nodes. Once you calculate partial expectations, you can set upper and lower bounds for what’s left. If those bounds show the final expected value can’t beat your current best option, just stop evaluating that branch. I also used “progressive deepening with cutoffs” - start with shallow searches to rank moves, then use those rankings to guide deeper searches. Focus your computation on moves that looked promising at shallow depths. “Probabilistic branch ordering” helps too - evaluate the high-probability outcomes first at chance nodes. This tightens your bounds faster and leads to better pruning. For 2048 specifically, try “tile pattern pruning” where you skip paths that create obviously bad board layouts. This domain-specific trick cuts branches before you even start the expensive expectiminimax calculations. These methods won’t give you the massive speedups that alpha-beta does in adversarial games, but they still improve performance significantly.

Had this exact problem with my 2048 solver last year. You can’t use regular alpha-beta, but expectation-based cutoffs work similarly. I set threshold values during expectation calculations - if the current expected value at a chance node drops too far below previously evaluated moves, just prune that subtree. The math works since you’re dealing with weighted averages. Depth-dependent pruning helped too. At deeper levels where expectation values get unreliable, I used more aggressive cutoffs. You lose some accuracy but gain major speed. For 2048, I also added position-based heuristics to prune bad moves early. If a move creates an obviously poor board state through simple pattern matching, skip the full expectiminimax evaluation entirely. Won’t be as dramatic as pure alpha-beta in adversarial games, but you can still cut 40-50% of evaluated nodes with careful implementation.

You’re right - traditional alpha-beta doesn’t work here since there’s no actual minimizer. But you can still speed things up with a modified approach.

I built a 2048 AI a few years back and hit the same wall. What saved me was treating random tile placement as a “chance node” and using bounds differently.

Skip strict alpha-beta and go for expectation bounds instead. When you’re evaluating chance nodes, prune early if the weighted average can’t possibly beat your current best path.

Say you’re at a chance node and even the best possible tile placement (2 instead of 4, perfect position) still gives you worse expected value than your current best move - cut that branch.

I also used Monte Carlo pruning. Run a few quick random sims from promising positions first. If a branch tanks in fast random rollouts, skip the full expectiminimax evaluation.

Beam search works great too - just keep the top N most promising moves at each level instead of exploring everything. Way faster and still gets solid results for 2048.

Here’s the thing: you don’t need perfect pruning like adversarial games. Even cutting 30-40% of branches speeds things up big time.

standard alpha-beta won’t work here, but there’s a similar trick. i use cutoff thresholds on expectation calculations - when the weighted average drops too low compared to other branches, i just bail out early. works pretty well for 2048 since tile spawning is predictable (90% chance of 2, 10% chance of 4). also, terminate obviously bad moves early before running full expectiminimax.

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.